Files
UnrealEngineUWP/Engine/Source/Programs/Shared/EpicGames.Perforce.Native/Makefile
Ben Marsh 3b17bd92d0 Horde: Add support for the "p4 dirs" command.
This requires special handling for the native Perforce connection, since it returns information as message records that the client formats as strings through an "Error" object. To work around this, the C++ library converts such messages into stat records that are more easily parsed by C# code.

[CL 17526529 by Ben Marsh in ue5-main branch]
2021-09-15 16:49:30 -04:00

26 lines
757 B
Makefile

# EpicGames.Perforce.Native
OBJDIR=obj/linux-x64/Release
OUTDIR=bin/linux-x64/Release
CXXFLAGS=-fPIC -std=c++14 -O1 -I../../../ThirdParty/Perforce/p4api-2018.1/Include/Linux/p4
LIBPATH=../../../ThirdParty/Perforce/p4api-2018.1/Lib/Linux
LIBS=$(LIBPATH)/libclient.a $(LIBPATH)/librpc.a $(LIBPATH)/libsupp.a -lssl -lcrypto -lpthread -ldl -lstdc++ -L../../../ThirdParty/OpenSSL/1.1.1c/lib/Unix/x86_64-unknown-linux-gnu
$(OBJDIR):
mkdir -p $(OBJDIR)
$(OBJDIR)/%.o: %.cpp | $(OBJDIR)
$(CC) $(CXXFLAGS) -c -o $@ $<
# note by default we strip debug info for size
client: $(OBJDIR)/Client.o
mkdir -p $(OUTDIR)/
$(CC) $(LDFLAGS) -shared -o $(OUTDIR)/EpicGames.Perforce.Native.so $^ $(LIBS)
clean:
rm -rf $(OBJDIR)/
rm -rf $(OUTDIR)/
all: client